A fully destructible voxel based Virtual Reality experience on the HTC VIVE. Giving players the mobility to fluidly move in three dimensional space and the firepower and blast out every voxel of every level!
All Reviews:
No user reviews
Release Date:
Aug 9, 2017
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Our ultimate goal is to continue to push the concept of fluid motion in a virtual reality environment while developing larger scale or more immersive voxel worlds to explore and destroy. We would like user feedback to drive the evolution of the project.

As it stands now we have a fully playable build that has proven to be extremely fun. We decided to release this version now as Early Access while we continue to build out the final version.”

Approximately how long will this game be in Early Access?

“We aim to have the full release version completed in the next 6-9 months depending on how complex the scope of work becomes.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to include more fine tuned controls and physics, additions to game modes and objectives, more levels to explore, and features driven by feedback. We plan to utilize the controls and physics we have built in a few different ways giving the player a healthy variety of game play.

Some of the aspects we are currently developing/planning are as follows:
- Expansion of current levels and the inclusion of many more. We plan to expand the number of levels to explore greatly, and further utilize secrets as a means to hide access to them. We are currently expanding each of the 11 Early Access worlds to include several different levels done in each of the styles.

- Additional weapons are being worked on and will be included in the final version. We have 2 additional weapons in the works with potential plans for some others.

- The inclusion of enemies to fight, in game NPC's and potentially bosses.

- Additional flavors of player movement. We are planning out some additional ways players can uniquely navigate the Boost Bots VR world. In the Early Access build we provide one "style" of game play focusing on boosting and running. We have plans for some a couple other styles that will greatly shape the way players control their movement. one of these is a "hover" or "jetpack" mode that is still being adjusted and tested.

- VR focused ways to present an HUD and critical information to the player such as movement speed and collected powerups. We would also like to implement a way to keep the player informed on where they are in the over-world and which level portals are immediately available to them in the world they are currently in.

- The inclusion of in-game objectives and missions that will lead players to warp between worlds to find items, NPCs, and defeat enemies.

- Time attack, Score Attack and other game modes”

What is the current state of the Early Access version?

“This Early Access version is the beta build with most core functionality implemented. We included everything we felt necessary to deliver an enjoyable experience. We wanted to launch into early access with a version that gave players enough content to get a feel for the direction we are moving in.

In the regular game the player starts out with limited boosting capability and low blast power. Forcing the player to explore for powerups and come up with unique ways of reaching hard to reach places. As power ups are collected, hard to reach places are accessible warping the player to new levels. As the player progresses through levels, more and more power will be needed to continue the advance.

In this version, once the player reaches and beats the final level they will be brought back to the menu screen. All of their collected powerups will be saved allowing them to start a new game with their uprades intact. With the "god mode" feature activated, the player will start with max boost and zero boost cooldown allowing for unlimited boosting at the start of the game. This will allow players to jump right into exploration without having to explore and find boost power ups at the beginning


The core aspects of this Early Access build are as follows:
- Full room-scale experience with the HTC VIVE

- 11 different large scale voxel worlds to explore, each comprised of millions of individual voxels. Each world has been crafted to include numerous secret rooms and locations. Many of those secrets have been populated with powerups with the rest being left open for future use. Each world includes its own lighting, light boxes, and music.

- 72 powerups hidden across all worlds.

- The ability to carry collected powerups into a new game, to extend game play. (If the player falls off a map the game will restart and all powerups will be lost)

- Fine tuned VR controls utilizing the VIVE motion controllers. Run, Hop, Drift, Boost and Shoot your way around each level enjoying a high degree of control-ability.

- Fine tuned physics that balance fall speeds, boost dynamics and voxel destruction effects.

- Menu Screen with basic options (Mute bgm/sfx)

- "god mode" enabled as a menu screen option. "god mode" starts players off with max boost and zero boost cooldown allowing for unlimited boosting at the start of the game. This will allow players to jump right into exploration without having to explore and find boost power ups at the beginning”

Will the game be priced differently during and after Early Access?

“The game's base price will remain the same from the launch of early access through to the final release. We hope to reward players who buy during early access with access to the first DLC for free.”

How are you planning on involving the Community in your development process?

“We hope to have an open dialog with players to take feedback, discuss ideas and improve on the concept. We plan to do this via a dedicated steam group as well as a discord channel for Boost Bots VR.”
Read more
Notice: Requires the HTC Vive virtual reality headset. See the VR Support section for more info.

Buy BoostBots

 

Recent updates View all (1)

February 9

BoostBots VR February 2018 UPDATE LIVE

Hello All,
We would like to officially announce the first update to the BoostBots VR platform! The final touches were completed last night and the update is now live for your enjoyment.

From its inception, SunderMix set out to redefine the control schema of VR gaming. Finding the “teleport” method of locomotion to be perhaps the single most obstructive aspect to the immersive VR experience, we set out to pioneer new methods of fluent movement in a VR space. For this iteration (BoostBots VR) we decided to make use of both HTC VIVE hand controllers and all available buttons to provide the user with a multitude of ways to control their VR movement. The ability to slowly move, boost at lighting speed, dead stop in 3-D space, as well as drift around corners are all in your hands with BoostBots VR.

Our movement engine has been refined down to simple and efficient system. What you experience with BoostBots VR is the culmination of hours of Q/A testing with a wide pool of participants. Finely tweaking speeds, scale, controls and the general feel of movement, we have landed on what we feel is an engaging and immersive VR control system. Of course a large element to immersive VR controls is to mitigate VR motion sickness and the like. We have found from testing and re-testing within our applicant pool that the current control schema in place reduces VR sickness in those prone to it by 40%-60%. Many participants whom have been unable to enjoy VR games due to motion sickness have reported that the way BoostBots VR plays is much more manageable then others they had tried previously.

In addition to the control scheme, BoostBots VR offers expansive, fully destructible voxel worlds to explore and destroy. We have made large advancements on the voxel engine as well allowing for voxel environments of infinite size to be created. We have tested a variety of level sizes and have landed on levels that are just under 1000vx X 1000vx.
Currently limitations to rapidly render levels of this magnitude is a challenge we are engaging head on. For the time being you will notice that with each level you warp too, some additional time is needed for voxels to fully render. Internally we have discussed loading screens, freezing player movement and the like during this period of rendering. The final decision was to allow players full control as soon as the spawn area has rendered and to leave it on the player to decide when they feel comfortable leaving the area and moving to newly rendered locations.

SunderMix being a team of only 2 people has relied on free license and open source content to fill the gaps of development. We ask that you please view the BoostBots VR Credits and make note of the fine work done by the contributors. SunderMix will be reaching out to all content creators in the next couple of weeks to formally notify them of the use of their open licensed content and to say thank you. Our dream of re-defining VR Control Schema is more rapidly possible due to content creator’s hard work and generosity.

Please see the list below of notable changes to the game:
- Level size increased ~800% (Levels will load over time as you play, we are working to optimize this)
- New weapon – Cannon Ball selectable at menu screen
- Portal closest to player spawn will always bring you back to the original level
- Added “Fire Wisp” enemies that spawn from destroyed voxels.
- “Fire Wisp” enemies will give chance for a duration of time. Collision with an enemy will result it in exploding destroying voxels
- Collectable crystals added, Crystals will spawn randomly as voxels are destroyed
- Added Score Board to spawn locations
- Score Board updates as power-ups / collectables are collected
- Added Collectable “World Key” (Skull and Crossbones) hidden in each world - to be used in a future update.
- Updated some Sounds
- Updated some Music

BoostBots VR and SunderMix LLC are both very fresh and in a state of constant / active development. We aim to aid and progress VR development and adaptability as our primary objective. If you would like to get involved and be a part of the VR revolution please reach out to tsowa@sundermix.com with your resume, area of expertise or similar. Currently we are looking for Voxel artists, Music Composers, Graphic Designers, Intern/Entry Level Devs and Social Media Gurus to assist in our expanding efforts. You are also welcome to pop in and say Hi!
See you on the next update,
SunderMix LLC
0 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

Story
A Fledgling AI has been banished to a set of trials by its creator. Play as the BoostBot; a newly installed virtual instance of Artificial Intelligence operating in 3D-VR Hyperspace. Boost, Drift and Shoot your way through a series of fully destructible voxel worlds comprised of millions of voxels. You must collect enough items and obtain the blast power of a God and expose each worlds secrets. Such power may be enough to tear though the confines of the trials and re-awaken the BoostBot back into reality.

About BoostBots VR
A fully destructible voxel based Virtual Reality experience on the HTC VIVE. Giving players the mobility to fluidly move in three dimensional space and the firepower and blast out every voxel of every level! Key VR mobility aspects such as the Short-Hop, Boost, 3D Breaking and Drift breaking give the VR warrior various levels of control to maintain more accurate and controlled boosting flow.

VR Mobility Aspects
Short-Hop – a short jump that can be executed once at a time and only if on the ground. Ideal for climbing short heights and sometimes giving a little extra distance before a Boost

Boost – A speed boost in the direction the controller is facing at the time of the button press. The Boost will recharge over a period of time after each use. Spatially; Boost can be used at any time, whether on land or in air. (Boost Power and Recharge time can be reduced by certain power-ups)

3D Break
- Stops player instantly and holds them still for a short moment. The player will lose all of their built up momentum and instantly freeze on button push regardless of where they are in three dimensional space. Losing control? 3D Break!

Drift Break – Drift breaking reduces velocity at a steady rate when held down. It is ideal for drifting around turns on land and bending in-air trajectories. It can be used to tone down Boost for mid-level jumps, and to promote smooth landings.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1, Windows 8.1 or later or Windows 10
    • Processor: Intel i5-4590, AMD FX 8350 equivalent or better.
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better.
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1, Windows 8.1 or later or Windows 10
    • Processor: Intel Core i5-4590 or AMD FX 8350, equivalent or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 480, equivalent or better.
    • Storage: 500 MB available space
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.